Vicevirtuoso
The Modetta Man
Previously, this method was suitable for adding dummy policies without increasing the culture cost of new policies:
However, it appears that in the newest patch, this method will cause the cost of social policies to never rise. Simply setting the player to have the policy alone will cause the player's cost of future social policies to increase. So it looks like we're going to have to find a roundabout method of re-implementing dummy policies.
Does anyone have any ideas? I was thinking of this really clunky method, but it's obviously not ideal:
The only other alternative I can think of is to give dummy policies their own policy branches and whatnot, but I'm scared that'll allow AIs to pick them. I'm going to be doing some more testing, but any suggestions are welcome.
Code:
pPlayer:SetNumFreePolicies(1)
pPlayer:SetNumFreePolicies(0)
pPlayer:SetHasPolicy(iPolicy, true)
However, it appears that in the newest patch, this method will cause the cost of social policies to never rise. Simply setting the player to have the policy alone will cause the player's cost of future social policies to increase. So it looks like we're going to have to find a roundabout method of re-implementing dummy policies.
Does anyone have any ideas? I was thinking of this really clunky method, but it's obviously not ideal:
- SetNumFreePolicies(1)
- SetHasPolicy(iPolicy, true)
- (Loop through the game's normal policies and find one the player doesn't have, but can adopt, and won't give them something like a free unit. For argument, we'll call that policy's ID iTestPolicy)
- Network.SendUpdatePolicies(iTestPolicy, (true if it is a policy branch opener, false if not), true)
- SetHasPolicy(iTestPolicy, false)
The only other alternative I can think of is to give dummy policies their own policy branches and whatnot, but I'm scared that'll allow AIs to pick them. I'm going to be doing some more testing, but any suggestions are welcome.